Nerfing Defensive Archnemesis Modifiers
Bring some harvest crafts back please(like jewel implicits and etc...)
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Good start. I agree that the defensive side of the AN modifiers were a big problem, not so much the offense (though they also need to be looked at).
This is just a first step though - you still need to check loot, harvest crafts, minion survivability and league rewards. Maybe we are getting there in a few weeks, but I am afraid it will be too late to save the league. Please overthink the "vision" - Path of Exile has evolved from D2, it doesn't need to be the same game, I think we are past that. PoE was and can be better than D2, please focus on what makes your game great and don't destroy it because of a 20y old memory. All in all, still grateful for your passion of the game, however a bit more transparency would be nice. There is nothing wrong with turning back on bad decisions. Everyone makes mistakes, just be upfront about it. Thanks. Cheers. (I really like the aesthetics of the lake!!) PS: Ultimatum when? :P Last edited by Zenling#5552 on Aug 25, 2022, 2:23:42 AM
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Chris thank you. Pay no attention to the cry babies in the comments, sooner or later some nerfs are bound to happen. I love the changes you made.
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All these are positive changes, and it is good to see that you are responding so fast.
Unfortunately none of these last three-four 10%-adjustments are fixing the core issues. Juicing your maps with league mechanics is still not rewarding at all. There is no reason to make your character stronger, if more juicy maps don't drop better rewards. Endgame crafting is still not working without a way to remove/reforge either one or all prefixes or suffixes. This just destroys the last remnant we had of semi-controlled crafting, and just leaves us in a state where everything is complete gambling, and you can lose all your investment in a craft at any point. There is no reason to grind for currency, as you cannot guarantee an item even with +400 divines in the bank. It's just all slot machines and not crafting anymore. Archnemesis might feel slightly better after this change, we will have to see, but it still sounds unfun and unrewarding at its core. |
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"Gimme the loot, gimme the loot" - The Notorious B.I.G
Where's harvest, why hasn't it been fixed? Why are minions still dead in the water? |
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I'm starting to lose hope.
Is there anything left to tell? It's a nothingburger... 3 min rares turn into 2 min rares... it's fing still 2 min RARE!! Make UBER RARES, get 1 - 2 per juiced map, make MAP BOSSES AN, do NOT shove AN EVERYWHERE!!! best thing to do is to dump it AT ALL but if you HAVE to have them - make them to encounters not to everything! I'm sooo pumped out... to quote Piety "ENOUGH OF THIS!" |
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Remember when CW was telling us Diablo immortal is not a game? It hurts me to say that PoE is not a game anymore. Seems like the wheel is tuning after all.
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" There isn't supposed to be any 'immune' mobs. It's a broken mechanic, that noone likes. There's nothing to like about the fact, that "there's some mobs that you have to run away from". Not while mapping. I understand that if my build isn't ready, I'm just not going to go fight any bosses, but while running maps, I am never supposed to run into situations where I can't do anything. Challenging mobs? Of course, all for that. But these oneshotting behemoths are complete BS. Look at some of the vids out there, it's not just a streamer running into one of those once or twice per 20hrs of gameplay. I've met plenty of the 1000mph, 1bill hp, onetapping archnems in my gameplay this league. There's no fun in that, and no counterplay. Running around like a madman while not even being able to deal damage, because god forbid you ever stop, is NOT fun and interactive. I am sure that there are plenty of people, who absolutely detest leaving mobs behind because they're too hard or something. Maps are not pinnacle content, they're what we clear for fun and currency, to build up to get stronger and do the pinnacle content, or just farm for fun. I also understand that a weak character with 500k dps and no survivability isn't supposed to be able to handle a t16 juiced archnem with damage+tankyness mods. The problem is when you meet one of those in a t10 map, with a build that easily handles 100q+ t16s (until, ofc, you meet one of those in the t16), and have to wail on it for minutes as if it's an endgame boss that's gonna drop some serious loot. Or even better, and the bigger problem I actually have with archnems, the mob just oneshots you. The tankyness is a problem, and this patch might treat it a bit. The bigger problem is the damage. They can simply oneshot at any point. Some AN mod combinations should simply be made not possible, as it's too rippy. |
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Nice, thanks so much <3 :D!
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Tried it some more.
Absolute dog patch. Uninstalled until next league I guess. |
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